
One wish to shape a game forever. Wait 2 hours in darkness, make your request, and watch it become real for those who comes after.
Modeled estimate, not a reported figure. How we estimate →
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About
The experiment has come to an end.
After working day and night to fulfill players' wishes as quickly as possible, some of them eventually began to wear down the development team's motivation.
For example:
"I'd like a ninja boss fight whose defeat brings the game's sound design and music to life: wind, echoes, and ambient sounds."
It was an original and creative request. However, during the first hour of gameplay, it almost feels as if the game has no sound at all. Then, after defeating the boss, everything comes to life: the music begins, the wind starts blowing, echoes appear, and the world suddenly feels alive. Unfortunately, very few players ever make it that far.
Then came this wish:
"Please implement skill trees that surpasses PoE's in both quality and quantity."
At first, we genuinely thought it was a joke. After all, Granite Noir has no levels, no experience points, and no character skills to upgrade. And Path of Exile has arguably the greatest skill tree ever created, refined over the course of more than twenty years.
But it wasn't a joke.
We spent an entire week designing a true roguelike skill tree capable of displaying up to 80,000 nodes, one that could evolve and be reset as the game received updates. It was a completely new type of progression system, and we were genuinely excited to see where it could lead.
Unfortunately, all that effort resulted in a negative review because we hadn't added character levels or a way to earn experience. (Another player could have wished for that if they wanted to, but it wasn't what had been requested.)
Players don't ask for what they already see in every other game. They imagine surprising, original mechanics, often inspired by completely different genres. That's exactly what makes their ideas exciting... but also incredibly time-consuming and difficult to develop.
Every single wish eventually represents several days—or even several weeks—of work, with the constant risk that only a handful of players will enjoy it, or worse, that it will simply receive a negative review.
Because of that single negative review, Steam no longer promotes the game, and we simply cannot afford advertising campaigns for a project that was never designed to be a money-making machine.
We're sorry to the last players whose wishes will never be fulfilled, but today we have to admit defeat.
Thank you for all your wishes, and thank you to the many streamers who supported us.
If you had one chance to add ANYTHING to a game ? Anything you've ever dreamed of, would you take it? Would you wait 2 hours for that power?
Welcome to Granite Noir: The Social Experiment.
You enter a dark room. A timer begins: 02:00:00.
Before you stands a massive black granite monolith, covered in inscriptions - the wishes of those who came before you.
Maybe the room has already changed because of their wishes. Maybe you're the first to arrive. Maybe there's nothing here but darkness and time... unless someone before you wished otherwise.
If you wait until 00:00:00, a button appears.
Press it. Make your wish. ONE addition. ONE permanent change to the game. What will it be ?
✓ One wish per player.
✓ Every wish is implemented. No refusals. No exceptions.
✓ Every wish is engraved on the monolith forever.
✓ Implementation time varies: hours to weeks, depending on complexity.
✓ You shape the game for thousands of players who follow.
This isn't Early Access. This is a finished game that will never stop evolving.
Will you:
Align with the community and build something collaborative?
Go against the grain and subvert expectations?
Walk your own path and leave your unique mark?
If someone's wish "ruins" the experience, will another player use their wish to fix it? For the greater good? Or will chaos reign?
Every decision is permanent. Every wish matters.
The game evolves with every wish. If you join early, you will experience the monolith in its rawest, most silent state. You aren't just buying a game, you're buying the power to seed this world for everyone who follows. The more players join, the more complex and rich the environment becomes.
Granite Noir will remain a single-player experience. Wishes requesting multiplayer features will be creatively adapted to fit the solo experience. Adding real-time multiplayer would turn it into a different game entirely, one we'd need to build from scratch with completely different architecture. So if you wish for "let me play with friends," we'll find a way to honor that spirit within the solo framework.
Come back to experience:
✓ Your wish engraved in stone forever
✓ Your feature implemented and alive in the game
✓ The cumulative result of hundreds of wishes
✓ A game that has become something no one (not even the developers) could have predicted
Q: What if my wish is "impossible" to implement?
A: We will interpret and implement it in the most faithful way possible. No wish is refused.
Q: Can I see the queue of pending wishes?
A: This may be added as a feature in the future, depending on scale and community wishes.
Q: How long until my wish is implemented?
A: From a few hours to several weeks/months, depending on complexity.
Q: What if someone wishes for something offensive?
A: The wish will still be granted just not necessarily in the way they expected.
Q: Can I make another wish later?
A: No. One wish per player. Ever. Choose wisely.
Q: Is this multiplayer?
A: No, but you share the same evolving world with all players. Your wish affects everyone.
Q: Can I wish for multiplayer?
A: The game remains single-player. This isn't out of stubbornness; it's a fundamental element of its design. The entire experience hinges on solitude and the awareness of your choices, which affect people you'll never meet. A real-time multiplayer mode would require a complete overhaul and fundamentally alter the very essence of the game. As it's a single-player game only, multiplayer features won't be applicable and will be adapted to suit a solo experience.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Japanese, Simplified Chinese
Reviews
Devs are reactive and involved, wish implemented in like a week. Fascinating project to follow long term
The potential for creativity and fun is great ! Wishes are implemented fast, and the process can sometimes be followed on the developper's Twitch channel. Given time, this social experiment can be a really fun investment !
The game is about to get its first update with the first batch of "wishes". Seems legit so far and devs are active on their Discord server. I can't wait to see what the rest of the world adds as time goes on.
je fait parti des premier a faire un souhait on est parti d une salle noir ou il n y avais rien ! mais premiere MAJ et c est completement different ! c est juste incroyable l evolution peut tellement allée loin la seul limite etant notre imagination ! il me tarde de voir les prochain voeux et l evolution du jeu mais je recommande a 100% c'est une tres belle experiance !
fun
Le jeu a le potentiel d'être le bac à sable ultime, des devs imaginatifs de fou zinzin, hâte de voir la suite du projet <3
公式からの返信を加味して書き直し。 Path of Exileを質でも量でも上回るスキルツリーを願いました。実装されたのはハリボテや絵に描いた餅ですらない、ただの方眼紙でした。 まず、パッシブツリーはあってもポイントを振ることはできません。なぜなら経験値を得るシステムがないからです。ここまではまだ納得できます。そういうコンセプトですから。 次に、強化項目は歩行速度、しゃがみ歩行速度、ダッシュ速度、ジャンプ高度、グラップリング性能しかありません。戦闘システムがない現状でも、「しゃがめなくなる代わりに空中ジャンプが可能になる」などのユニークなスキルを実装することは可能なはずなのにです。 ですがそれらはささいなことです。一番の問題はシステムです。運営はこれを「PoEのような固定のスキルツリーでなくローグライク的な内容だ」と言いましたが、まずもってこれはスキルツリーではありません。 内容としてはこうです。広い方眼紙の中心に開始地点があり、ランダムに生成された上下左右のスキルを取ることができます。また、それ以外のスキル以外は隠されていて、1つスキルを取るとその周辺がまたランダムに生成されるという仕組みです。 つまり、仮にこの自称スキルツリーにポイントを振れたとして、やることは数個の選択肢から欲しいものを取っていく作業になります。移動速度しか強化できないHADESやVampire Survivorsのスキル取得を想像してください。 スキルツリーと言えば一方を伸ばせばもう一方が遠のく、強力な奥のスキルを取るのか浅く広く取るのかといった駆け引きにこそ面白みがあると思います。ですが、この自称スキルツリーにそういった醍醐味は一切ありません。 1200円で本当にPoEを質も量も超えるスキルツリーが実装されるとは思っていませんでしたが、まさかスキルツリーですらないものが実装されるとは思いませんでした。本当にがっかりです。 ーーーーー 公式の追記と記事を読んでの追記 「Path of Exileのスキルツリーは巨大で固定されています。ビルドを計画し、道筋を辿り、必要なら再振りします。これは素晴らしい仕組みですが、既知の公式です。私たちはこの願いの野心を尊重し、異なるアプローチで実現しました。」(Deepl翻訳した記事から抜粋) それらしい言葉で言いつくろっていますが、私の野心が尊重されている要素はどこにもありません。ピザを注文したら扇風機を提供された気分です。上で述べたように、私はまさにスキルツリーの古臭さにこそ楽しみを見出しています。そこを踏みにじっている以上、私はこれをスキルツリーだとは思わないですし、私はこれを私の願いが叶えられたと思うことはできません。 公式が言うべきは、それらしい言葉で体裁を保つことではなく、「申し訳ありませんがこの願いは忠実には実行するだけの実力が私たちにはありません。代わりにVampire Survivors式スキル取得システムでごまかすことにしました。」と正直にさらけ出すことです。
Concept unique. Un boulot de dingue des développeurs. Curieux de voir à quoi ressemblera le jeu avec le temps...
Rien qu'en l'etat l'expérience explorative/comptemplative est au rendez-vous. J'ai hate de voir mon voeux implémentée, c'est un feature que je recherche dans le jeux video depuis des années ! Merci pour cette initative !
Fun experiment! I’m really looking forward to other people’s wishes and to seeing what the game will be like in a few months!
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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